Team Fortress 2

Team Fortress 2

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Medic in MvM
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𝐇𝐞𝐲 𝐄𝐯𝐞𝐫𝐲𝐨𝐧𝐞, 𝐰𝐞𝐥𝐜𝐨𝐦𝐞 𝐛𝐚𝐜𝐤.
In this guide, I'm going to try to explain how to improve your gameplay as a medic in MvM.

𝐆𝐮𝐢𝐝𝐞 𝐂𝐨𝐧𝐭𝐞𝐧𝐭
  • 𝐑𝐨𝐥𝐞
  • 𝐋𝐨𝐚𝐝𝐨𝐮𝐭
  • 𝐔𝐩𝐠𝐫𝐚𝐝𝐞𝐬
  • 𝐂𝐚𝐧𝐭𝐞𝐞𝐧𝐬
  • 𝐆𝐞𝐧𝐞𝐫𝐚𝐥 𝐓𝐢𝐩𝐬
   
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𝐈𝐧𝐭𝐫𝐨𝐝𝐮𝐜𝐭𝐢𝐨𝐧
Before we dive into tips for playing medic in MvM, I want to make some stuff clear:

This guide is purely based on my opinion, which isn't the only opinion on the planet.

Another thing: I know medic isn't a must have class to win a game of MvM. Before Two Cities Update, medic wasn't even considered as a core class, and this update gave him the power to become how we know today.
I'm saying this, because I want to make it clear that some of you might not agree with some points I'll be explaining in this guide. Feel free to let me know your thoughts down in the comments section bellow, but please, respect my opinion. I will return the favor and also respect yours :)

Everything clear? Alright, let's go...
𝐌𝐞𝐝𝐢𝐜'𝐬 𝐑𝐨𝐥𝐞
  • Keeping teammates at full health and alive
  • Reviving dead teammates
  • Supporting teammates using canteens
  • Blocking incoming damage with shield
𝐋𝐨𝐚𝐝𝐨𝐮𝐭 - 𝐏𝐫𝐢𝐦𝐚𝐫𝐲 𝐖𝐞𝐚𝐩𝐨𝐧𝐬
First, let's talk about Medic's MvM loadout:

𝐏𝐫𝐢𝐦𝐚𝐫𝐲 - 𝐂𝐫𝐮𝐬𝐚𝐝𝐞𝐫'𝐬 𝐂𝐫𝐨𝐬𝐬𝐛𝐨𝐰/𝐁𝐥𝐮𝐭𝐬𝐚𝐮𝐠𝐞𝐫






So, we've got two primaries here, but why, you ask? Your primary isn't a weapon you should use too much unless using Mad Milked syringes, in order to gain health back. In my opinion, any primary weapon can be useful, It's more of a preference.

Any Syringe Gun can perform well. In this guide, I feature Blutsauger, since I think It's the most reliable of them all. How I said, any primary will do It's job well, It's more of a personal preference.

𝐂𝐫𝐮𝐬𝐚𝐝𝐞𝐫'𝐬 𝐂𝐫𝐨𝐬𝐬𝐛𝐨𝐰






For me, Crusader's Crossbow is the best primary you can use. It throws damage away in order to increase your heal rate. It shoots special arrows that deal damage to enemies and heal your teammates, both depending on distance traveled. It can be used in order to heal your teammates from far away or taking out snipers if anyone isn't targeting them. The biggest downside of this weapon is probably it's small clip size of one arrow.

𝐁𝐥𝐮𝐭𝐬𝐚𝐮𝐠𝐞𝐫






Blutsauger can be used to drain health from robots that are easy to hit, such as scouts or giants. The only downside of this weapon is that It decreases Medic's self health regen, which means he can be killed easier, especially by afterburn.


𝐋𝐨𝐚𝐝𝐨𝐮𝐭 - 𝐌𝐞𝐝𝐢 𝐆𝐮𝐧
In MvM, Medi Gun is a weapon that Medic's going to be using 99% of the time. Pay attention to choosing right Medi Gun, since It can make or break your game.

𝐌𝐞𝐝𝐢 𝐆𝐮𝐧 - 𝐒𝐭𝐨𝐜𝐤







In most of my guides, I say that "You can't really go wrong with Stock weapons". Yeah, but when It comes to medic in MvM, It's only sorta true. Medi Gun can be viable sometimes, but your team will need more damage than survivability, especially because your team already has a medic that heals people (And engineer sometimes). However, It can help while facing hordes of soldiers/demos that are constantly spamming their projectiles your way.

𝐍𝐎𝐓𝐄: If you're looking to save as many credits as possible, switch to Kritzkrieg. Crit canteens cost 100 credits when not affected with Canteen Specialist upgrade, and Über canteens only cost 75 credits. This means using Kritzkrieg is better for everyone who is looking to save their credits.

𝐌𝐞𝐝𝐢 𝐆𝐮𝐧 - 𝐊𝐫𝐢𝐭𝐳𝐤𝐫𝐢𝐞𝐠






Kritzkrieg is probably the most used Medi Gun in MvM, simply because It's probably the best one. It boosts It's Über-rate by 25%, which means Kritzkrieg can be fully charged after 32 seconds of healing without Über Duration upgrade. With this awesome damage booster, you can easily wipe-out tons of smaller robots, help your demo dropping Über-Medics and destroy tanks with ease.

𝐌𝐞𝐝𝐢 𝐆𝐮𝐧 - 𝐐𝐮𝐢𝐜𝐤-𝐅𝐢𝐱






Sometimes, I heard people say that Quick-Fix is actually useless in MvM, but allow me to disagree. Since Quick-Fix has increased heal-rate and constantly builds It's Über in maximum rate, It means this weapon is ideal to use in first two/three waves, simply because projectile shield will charge in instant + You'll be able to heal your teammates faster. This is crucial for a first few waves, since you don't have many credits to operate with, you don't have many resists and you need to survive to pick as much money as possible. (Except for Wave 666 of course). Good to mention that Quick-Fix's increased heal-rate helps with reviving dead players, which means you can also use this Medi Gun when your team is dying in a speed of selling Mann. Co. Keys on Community Market.

𝐌𝐞𝐝𝐢 𝐆𝐮𝐧 - 𝐕𝐚𝐜𝐜𝐢𝐧𝐚𝐭𝐨𝐫






The most hated Medi Gun in TF2 isn't actually the worst option for MvM. I personally think that there's no worst option when It comes to Medi Guns, but let's get back to Vaccinator:
Since It doesn't boost your damage by any way, It isn't an offensive medi gun, right? Well, It's awesome for blocking out specific damage types. Since robots come in hordes, you can easily block out most of their damage output. The only thing you need to keep in mind is this weapon can block only one of the three damage sources (Bullets,Explosives,Fire) and Über is actually split into four mini-charges that can be popped 2,5 seconds after each other, or right after each other If damage source is swapped.
𝐋𝐨𝐚𝐝𝐨𝐮𝐭 - 𝐌𝐞𝐥𝐞𝐞 𝐖𝐞𝐚𝐩𝐨𝐧𝐬
There aren't many good choices when It comes to medic's melee weapons. I personally think that your melee weapon should be more of a tool than an actual weapon for you.

𝐌𝐞𝐥𝐞𝐞 - 𝐔𝐛𝐞𝐫𝐬𝐚𝐰






For me, this is the melee weapon for medic in MvM. It allows you to gain 25% of your Übercharge upon every successful hit. This comes in handy when Sentry Buster enters the area, since you can get a few easy hits on him before he approaches your engineer, but be careful! You don't want to get blown up by Sentry Buster.

𝐌𝐞𝐥𝐞𝐞 - 𝐁𝐨𝐧𝐞𝐬𝐚𝐰/𝐒𝐨𝐥𝐞𝐦𝐧 𝐕𝐨𝐰






Stock Bonesaw or Solemn Vow aren't that useful for MvM in my opinion. There's no such a reason why you should use stock Bonesaw in general, and the only upside that Solemn Vow has is that it allows you to see health of the enemy, which is already enabled in MvM, which makes this upside pretty much useless.

𝐌𝐞𝐥𝐞𝐞 - 𝐀𝐦𝐩𝐮𝐭𝐚𝐭𝐨𝐫






Amputator's main advantage is you won't die from afterburn, since It provides you with +3 health regen/second. It's downside Is -20% damage, which won't hurt you much, since you won't use melee as much as your primary and medi gun. Amputator also allows you to heal all nearby teammates while taunting with it, which can be useful sometimes, but It leaves you open to any incoming damage.

𝐌𝐞𝐥𝐞𝐞 - 𝐕𝐢𝐭𝐚-𝐒𝐚𝐰






Vita-Saw's unique mechanic to store organs upon hits allows you to keep 15% of your Übercharge for every organ stored won't find many uses in MvM. Sure, It can be used in first few waves when you'll probably die the most, simply because of need for credits. However, in later waves, this weapon won't find much use. -10 Hp won't improve this weapon much, since robots can easily take you down. Note that one hit with Vita-Saw isn't as powerful as one hit with Übersaw, since you can charge full Über in 4 successful hits, rather than store 15% of your Über for next life. If your resistances are upgraded, you won't probably use this weapon.
𝐇𝐢𝐠𝐡 𝐏𝐫𝐢𝐨𝐫𝐢𝐭𝐲 𝐔𝐩𝐠𝐫𝐚𝐝𝐞𝐬
Let's talk about upgrades. In my opinion, you should always prioritize Medi Gun upgrades, resistances and canteen over upgrades for your primary weapon.

𝟏) 𝐏𝐫𝐨𝐣𝐞𝐜𝐭𝐢𝐥𝐞 𝐒𝐡𝐢𝐞𝐥𝐝







This upgrade should be your number one choice 90% of the time. Shield was added in Two Cities Update and is one of the medic's biggest advantages in MvM. It can block any incoming damage source except fire from flame throwers. It can also be used as a weapon, meaning you can run into robot's face and zapping them with your shield. This can be used in order to drop few Über-medics, but don't try to drop all of them, they will often realize they're running low on health and pop their Über.

𝐍𝐎𝐓𝐄: Both shield upgrade levels only cover your front FOV, which means It won't cover your back and area above you.

𝟐) 𝐇𝐞𝐚𝐥𝐢𝐧𝐠 𝐌𝐚𝐬𝐭𝐞𝐫𝐲








After you buy atleast first level of your shield, focus on Healing Mastery upgrade. This upgrade makes you better at everything you will do in MvM. If you're using Vaccinator, be sure you have this one, since Vaccinator's overheal rate is slower by default. This upgrade is a must have in general, so make sure you buy it. The more levels you buy, the better.

  • +25% Patient Heal Rate
  • +25% Revive Rate
  • +25% Self Heal Rate/level

𝟑) 𝐎𝐯𝐞𝐫𝐡𝐞𝐚𝐥 𝐄𝐱𝐩𝐞𝐫𝐭








If you want to keep your teammates alive and efficient, be sure to buy Overheal Expert aswell.
Medi Gun's overheal will be +25% bigger and will stay +50% longer per level.

𝐍𝐎𝐓𝐄: If you want to maximize potential of this upgrade, use Stock Medi Gun or Kritzkrieg, since Quick-Fix's overheal isn't as big as overheal of Stock Medi Gun or Kritzkrieg, and Vaccinator's overheal rate is decreased by default. Make sure you buy Healing Mastery upgrade aswell to balance Vaccinator's overheal downside.

  • +25% More Overheal
  • +50% Overheal Duration/level

𝟒) 𝐂𝐚𝐧𝐭𝐞𝐞𝐧 𝐒𝐩𝐞𝐜𝐢𝐚𝐥𝐢𝐬𝐭 + 𝐂𝐚𝐧𝐭𝐞𝐞𝐧𝐬








This is the last upgrade in "starting" section. This upgrade allows you to share one your canteens with your patient, decreases price by 10 credits/level and increases canteen duration by 1 second/level. depending on which Medi Gun you use, buy Canteen Specialist and adjust your canteen choosing. If you're using Quick-Fix or Vaccinator, use probably Crit or Über canteens. With Medi Gun and Kritzkrieg however, choose "the opposite" side, meaning while playing with Kritzkrieg, use Über canteens and with Stock Medi Gun, use Crit canteens.

  • Allows to share canteens with medic's patient
  • +1 second duration/level
  • -10 price/level
  • 𝐍𝐎𝐓𝐄: Must confirm the upgrade for price reduction to work

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𝐑𝐞𝐬𝐢𝐬𝐭𝐚𝐧𝐜𝐞𝐬







Resistances are the most common upgrade you can buy for yourself.

Always look at the wave composition and use it as a guide to what resistances you should buy. Crit Resistances are generally really useful and only cost 450 credits to max out. Other resistances' usefulness depend (again) on wave composition.

𝐔𝐛𝐞𝐫𝐜𝐡𝐚𝐫𝐠𝐞 𝐃𝐮𝐫𝐚𝐭𝐢𝐨𝐧







Buying this upgrade can be useful to extend your Übercharge from 8 seconds to maximum of 14 seconds. Great for extending time you can support your team with temporary DPS boost while using Kritzkrieg or resistance shield with Vaccinator. This upgrade is good for every Medi Gun.
𝐋𝐨𝐰-𝐌𝐞𝐝𝐢𝐮𝐦 𝐏𝐫𝐢𝐨𝐫𝐢𝐭𝐲 𝐔𝐩𝐠𝐫𝐚𝐝𝐞𝐬
𝐌𝐚𝐝 𝐌𝐢𝐥𝐤𝐞𝐝 𝐒𝐲𝐫𝐢𝐧𝐠𝐞𝐬








Allows you to apply Mad Milk when hit a robot with your syringe gun. If your team doesn't have a scout (especially in Boot Camp), you can use this to apply Mad-Milk to giants. This works only with syringe guns and Crusader's Crossbow doesn't have this upgrade. Effect lasts for 1 second for every syringe hit, maximum duration of Mad Milk is 4 seconds.

𝐏𝐫𝐢𝐨𝐫𝐢𝐭𝐲: 𝐌𝐞𝐝𝐢𝐮𝐦

𝐀𝐭𝐭𝐚𝐜𝐤 𝐒𝐩𝐞𝐞𝐝








This upgrade isn't really necessary and you won't probably buy it too often, but I have to include it. Buying this upgrade can make you charge your Über faster, even without Übercharge Rate upgrade I'm going to talk now. +10% per level isn't much, but when bought 3/4 levels of this upgrade, you'll definitely notice it.

𝐏𝐫𝐢𝐨𝐫𝐢𝐭𝐲: 𝐌𝐞𝐝𝐢𝐮𝐦

𝐌𝐨𝐯𝐞𝐦𝐞𝐧𝐭 𝐒𝐩𝐞𝐞𝐝







In my opinion, invest only one/two points into Movement Speed on Medic. It's not a bad upgrade, but investing 600 credits is too much. This upgrade isn't necessary, so don't be afraid to skip it If you're in need for credits.

𝐏𝐫𝐢𝐨𝐫𝐢𝐭𝐲: 𝐋𝐨𝐰

𝐔𝐛𝐞𝐫𝐜𝐡𝐚𝐫𝐠𝐞 𝐑𝐚𝐭𝐞








I recommended you to focus mainly on Über duration, Healing Mastery or Overheal Expert upgrades, but I didn't tell you anything about Über Rate. Mainly because investing 300 credits into +25% Über rate per level is pretty worthless when Übersaw can charge your full Über in four successful hits. Yes, If you're rich and you can afford it, than go for it! But I wouldn't bother investing more than one level into it, really.

If your team has engineer, there are always sentry busters coming. Depending on how many engineers you team has, the number of sentry busters that will try to destroy their buildings. Sentry Busters are great targets for quick-charging your Über, but never forget to run away before they explode!

𝐍𝐎𝐓𝐄: If you're using Kritzkrieg, you already have one level of this upgrade, since It charges 25% faster than Medi Gun.

𝐏𝐫𝐢𝐨𝐫𝐢𝐭𝐲: 𝐋𝐨𝐰
𝐂𝐚𝐧𝐭𝐞𝐞𝐧𝐬
There are 5 types of canteens in MvM, 4 of those canteens can be purchased by a medic. Player can be only one type of canteens are the time and can carry up to three charges of one canteen type. Crit and Über canteen's effects last for 5 seconds.

Those are probably the only three you'll ever need to use:

𝐂𝐫𝐢𝐭 𝐂𝐚𝐧𝐭𝐞𝐞𝐧


Good choice to deal with giant robots, tanks, groups of small robots or as a temporary damage boost.

This canteen should be your number one option when using Stock Medi Gun, Quick-Fix or probably Vaccinator

Ü𝐛𝐞𝐫𝐜𝐡𝐚𝐫𝐠𝐞 𝐂𝐚𝐧𝐭𝐞𝐞𝐧


When getting overran by robots, using this canteen can save your life. Good to pair with Kritzkrieg or Quick-Fix. Always good to use on friendly pyro to survive powerful attacks, since he'll be facing danger from closer range.

𝐀𝐦𝐦𝐨 𝐑𝐞𝐟𝐢𝐥𝐥 𝐂𝐚𝐧𝐭𝐞𝐞𝐧


If your engineer has ran out of metal or you're facing multiple tanks and your entire team has chosen pyro, this canteen can come in handy, since pyros will often buy crit canteens for themselves. If your team doesn't have an engineer or you can't simply rely on his dispenser, use this aswell.


Before we move onto some extra tips: I don't think that Teleport to Spawn canteen is useless, but I don't think It can be useful either.

𝐓𝐢𝐩𝐬
  • 𝐇𝐞𝐚𝐥 𝐄𝐯𝐞𝐫𝐲𝐨𝐧𝐞 - This tip is always number one thing you need to keep in mind while playing medic, doesn't matter If playing casual, competitive or even MvM. You're called Medic for a reason, so always heal everyone and don't leave anyone behind.

    - When the wave starts, make sure your scout is overhealed, since he'll be able to take risks and pick money in dangerous areas he would otherwise die in.

  • 𝐂𝐡𝐨𝐨𝐬𝐢𝐧𝐠 𝐑𝐢𝐠𝐡𝐭 𝐂𝐥𝐚𝐬𝐬 - Sometimes, picking medic isn't best thing you can do to help your team. If your team already has one, don't pick another one. If your teammates aren't dying like Iphone's battery depleting, you won't probably need two medics in your team. My fellow friend ★Lyra★ has discussed topic about "main dilemma" in his Team Fortress Guide, so don't forget to check it out and give it a like + favourite! (Sorry about that joke with Iphones tho..)

  • 𝐏𝐨𝐬𝐢𝐭𝐢𝐨𝐧𝐢𝐧𝐠/𝐁𝐞𝐡𝐚𝐯𝐢𝐨𝐫 - Always stay in the same area as your teammates. If you can, stay nearby a dispenser or atleast a healthpack so you can easily heal yourself in tough situations. Always try to heal your frontline classes (Soldier, Pyro, Demo, Heavy) as much as possible, but don't forget about the rest of your team, such as spy, sniper, engineer or scout (If he doesn't have enough overheal from picking up money)

  • 𝐊𝐀𝐁𝐎𝐎𝐎𝐎𝐎𝐎𝐌! - This one is super obvious, but If you use Kritzkrieg and your team has a demo, let him lay down a couple of critical stickies, which will give incoming robots a warm welcome...

  • 𝐆𝐞𝐧𝐭𝐥𝐞𝐦𝐞𝐧, 𝐈'𝐦 𝐛𝐚𝐜𝐤! - Reviving teammates is one of those things you can do as a medic. Using Vaccinator, you're able to revive dead teammate in instant using only 25% of your entire Übercharge, and with Quick-Fix, reviving teammates will become much easier aswell! Generaly revive as many times as you can. You don't necessarily have to sacrifice your life everytime your teammate dies (This is what I do), but If there's no sign of extreme danger, go for revive.

  • 𝐔𝐬𝐢𝐧𝐠 Ü𝐛𝐞𝐫 𝐖𝐢𝐬𝐞𝐥𝐲 - This tip applies to every Medi Gun, but differently to each Medi Gun.
    - If using Stock Medi Gun, Übercharge provides you with 8 seconds of godmode invulnerability, which means you can survive things such as sentry buster's explosions or spy's backstabs. It's also good to use on pyro, since he's facing danger from close range. Giants will usually focus on that pyro, which can also provide good distraction for a while.
    - If using Kritzkrieg, always make sure that you pop on someone who has ammo and his weapons are reloaded.
    - If using Quick-Fix, don't hesitate to use your Über to revive dead teammate or your shield to block incoming damage. Quick-Fix has increased heal rate, which means your Über + Shield will be charged in seconds.
    - If using Vaccinator, don't hesitate to use one of your charges to revive dead teammates. To increase charge's efectiveness, keep your eye on possible damage types around you and pop with the most common damage type.

    𝐍𝐎𝐓𝐄: Revive rate depends on dead teammate's class and his recent survivability. Scout, Engineer and Spy are light classes, which means they will be revived faster than a Heavy for example.

  • 𝐏𝐫𝐢𝐨𝐫𝐢𝐭𝐢𝐳𝐞 𝐌𝐞𝐝𝐢 𝐆𝐮𝐧 - By this, I mean your Medi Gun should be a weapon you have in your hands 90% of the time. Don't prioritize Syringe Gun or Bonesaw. You're not a battle medic, and If you are, than feel free to stop reading this guide and find better one.

  • 𝐔𝐬𝐞 𝐚𝐥𝐥 𝐰𝐞𝐚𝐩𝐨𝐧𝐬! - This is a slight opposite to previous tip, but hear me out: If you're running from spawn for example and your sniper calls for medic, use your crossbow and heal him from afar. If you're running low on health and there are no healthpacks or friendly dispenser nearby, use your syringe and shoot some robots to gain health back. This only works for Blutsauger or any syringe gun with Mad Milk Syringes upgrade. Also, don't forget to use your Übersaw to quickly charge your Übercharge by hitting some small robots or sentry buster.

  • 𝐇𝐚𝐯𝐞 𝐅𝐮𝐧! - I know It can be frustrating If you're a Mann-Upper with over 500 tours on Two Cities and you're constantly getting tour 1. players to your team, but TF2 is still only a game, and you should enjoy playing it. I already wrote this in my previous guides, but don't get frustrated when someone starts yelling at you. Take a breath, apologize and continue playing.
𝐂𝐫𝐞𝐝𝐢𝐭𝐬, 𝐂𝐥𝐨𝐬𝐢𝐧𝐠 𝐖𝐨𝐫𝐝𝐬
𝐇𝐮𝐠𝐞 𝐭𝐡𝐚𝐧𝐤𝐬 𝐭𝐨 𝐞𝐯𝐞𝐫𝐲𝐛𝐨𝐝𝐲 𝐰𝐡𝐨 𝐡𝐚𝐬 𝐫𝐞𝐚𝐜𝐡𝐞𝐝 𝐭𝐡𝐞 𝐞𝐧𝐝 𝐨𝐟 𝐭𝐡𝐢𝐬 𝐠𝐮𝐢𝐝𝐞!

Congrats, you made it to the end! Thank you so much for reading. Before we end this guide, I want to apologize for delay between each guide upload. It takes me time to collect information and edit it into something that doesn't look as absolute garbage (As my previous guides). If you want to support my guides, rate them and add them to favourites. If you have any idea on future guide I should make, let me know down in the comments section bellow! Thank you guys, take care.

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𝐄𝐧𝐠𝐢𝐧𝐞𝐞𝐫 𝐒𝐚𝐥𝐨𝐨𝐧
𝐙𝟎𝐫𝐩𝐢'𝐬 𝐒𝐞𝐥𝐞𝐜𝐭𝐢𝐨𝐧
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19 bình luận
Kohak 9 Thg09, 2019 @ 11:55pm 
So as much as I agree with alot of this, I feel its mostly aimed at playing medic in a more healing stylized play, but I feel battle medic does a better job in MVM because of one singular upgrade which is mad milk syringes. Say your using a Blutsauger, Quick-fix, and Ubersaw, this battle oriented build puts out damage to tanks comparable to the heavy's minigun and also to pyros base flame damage to all robots. Combine that with the fact that whatever you shoot at get doused in milk, aslong as your team is shooting the robots, they wont die. It deals damage and and heals everybody (I mean except engies.) Overall this could be the damage to push your team over the edge for the tanks in 666 spy hell, or pass the deflector heavy in other campaigns. Also if you were to use this build ammo canteens are almost always a must have.
Doug☠ 9 Thg09, 2019 @ 7:22am 
Demos want crits for one-shotting giants. If your demo wants crits for little medics, he doesn't know what he's doing. Demos don't need any damage upgrade or crits to kill every uber medic. It is a shame how often medics waste their crits on the demo when it is just a group of little uber medics. When a demo does need crits, you need to do it early, not wait for the enemies to be right there. He usually wants to put down his whole clip or more before anything even gets there, which means quite a bit early. On crit medic/super-scout heavy waves, your demo will appreciate one dot of uber duration very much.
m  [tác giả] 9 Thg09, 2019 @ 4:57am 
Thanks mate! Appreciate it!
Dynamo 8 Thg09, 2019 @ 7:59pm 
I appreciate that someone is taking the time to make these guides to help new players that have no idea at what their doing, so keep up the good work [U0B] Z0rpi.
m  [tác giả] 7 Thg09, 2019 @ 10:29am 
@kasper - Take a look at the introduction section. There is a line that says that this guide is just personal opinion. Some players can argue that kritzkrieg isn't the only medi gun, and that's exactly why I have decided to include other medi guns aswell.
ashley❤ 7 Thg09, 2019 @ 10:17am 
very, very opinionated guide. most upgrades are not needed for medic. the most efficient upgrades are:

-2 projectile shield
-2 healing mastery
-1/2 uber duration
-3 canteen specialist
-crit canteens

after these upgrades, upgrade movement speed and ubersaw swing speed.
if you're bad, then you buy resistances, but only if you're bad.

you should ALWAYS use the kritzkrieg. the power and the usage of just doing 300% more damage to something is unmatched by any other medigun.
Nat 7 Thg09, 2019 @ 8:33am 
Uber duration does not work for vaccinator as far as I know
BendGMS 7 Thg09, 2019 @ 1:15am 
spyper is useless hedic is better
m  [tác giả] 6 Thg09, 2019 @ 9:59am 
@Qeater - Oh, sorry then. You know, I'm stupid.
@AlmostHeaven - If you say so xD (Hope this is a joke too, so I won't get destroyed here)
The Man of Sex 6 Thg09, 2019 @ 9:44am 
sniper best